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Product Description

Theatre of War II covers the events of 1943 during the operations in Tunisia. Recovered from losses after their defeat at Al-Alamein, Germany’s Afrika Korps, supported by an Italian military contingent and new powerful weapons, marched against the Allies. The German troops were commanded by General Rommel and had the chance for a quick victory. However, their military operations were severely prolonged, and the plans of the German general were about to fail. Players will have the option to lead the German Afrika Korps of Rommel in their last full-scale attack or be at the head of the opposing English and American armies, led by Montgomery and Eisenhower, during 15 missions in three campaigns.

Product Description

If you think and design visually, Expression® Studio is a perfect tool to enable you to create compelling, impactful and expressive designs for the desktop and the web. The visually rich technologies in Silverlight® and .NET offer amazing possibilities to bring your creative ideas to life using a range of design tools purpose built for the task.

Product Description

Peachtree Quantum is The Ultimate, High-Performance Peachtree Accounting Solution that's designed to meet your changing needs with flexible tools and personalized features that help improve internal communications and collaboration; provide better, faster customer service; and keep information secure.

Designed to support up to 40 named users, Peachtree Quantum offers significant performance gains when compared to other small business products. And when compared to other mid-market solutions, you don't pay thousands of dollars more for functionality you don't need or use. In addition to significant performance benefits, Peachtree Quantum also comes with one year of unlimited access to support, product updates and upgrades.

Peachtree Quantum is the best choice for you because it has served the needs of small business accounting for 30 years. With Peachtree Quantum, you can enhance your operations with...

من أحد برامج المحاسبة الضخمة

Product Description

Symantec Endpoint Protection Small Business Edition provides easy to use, enterprise-level protection that optimizes performance and system resources so small businesses can get up and running quickly. The simple management capabilities, 20-minute deployment, and pre-configured settings make it ‘ready-to-go’ so you can focus on running and growing your business rather than worry about security.

G-Force (XBOX360)

G-Force (XBOX360)

G-Force (XBOX360)

G-Force (XBOX360)

King of Fighters XII (XBOX360)



King of Fighters XII (XBOX360)


King of Fighters XII (XBOX360)


King of Fighters XII (XBOX360)

Crazy Machines 2 (PC)


Crazy Machines 2 (PC)


Crazy Machines 2 (PC)


Crazy Machines 2 (PC)

G-Force (PC)

G-Force (PC)


G-Force (PC)


G-Force (PC)

Product Description

Computers & Structures, Inc. is proud to announce the release of SAP2000 V14. The innovative enhancements in this version are categorized below. This fully integrated product for the modeling, analysis and design of structures continues to be available in three levels: Basic, Plus and Advanced.

Product Description

Kaspersky Internet Security 2010 automatically protects you and your family at all times – whether you work, bank, shop or play online.
Kaspersky Internet Security 2010 has everything you need for a safe and secure Internet experience.
All the features and technologies of Kaspersky Anti-Virus 2010 are included in this product.

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Autodesk 3ds Max 2010 x32
Animation Fundamentals 1 The Core Principles
HLSL Shader Creation 1 HLSL Fundamentals
HLSL SHADER CREATION 2 LIGHT AND SHADING MODELS
LIGHTING AND RENDERING FUNDAMENTALS 1 LIGHT AND COLOUR THEORY
PARTICLE FLOW SCRIPTING 1 THE PFLOW SCRIPT SHOW
PARTICLE FLOW SCRIPTING 2 THE PFLOW SCRIPT SHOW

Product Description

Our freedom, our very way of life, hangs in the balance! Scarlet Vengeance, a fanatical terrorist faction is searching for an ancient artifact of devastating power with which to destroy the planet’s most historic peace conference and impose its will on mankind. But before the terrorists can find the artifact they must find the one person who knows its whereabouts: beautiful US archeologist Jennifer Guile.

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DesignProVideo Photoshop CS4 105 Digital Photography Workflows
Kelby Training Mastering Photoshop CS4 Camera Raw
Lynda.com Photoshop CS4 for Photographers
Lynda.com Photoshop CS4 for Photographers Camera Raw
Lynda.com Photoshop CS4 for Photographers Creative Color
Lynda.com Photoshop CS4 for Photographers Creative Effects

مجموعة تعليمية ضخمة للفوتوشوب بمجال التصوير

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Digital Tutors Dynamic Simulations with RealFlow4
Digital Tutors Fundamentals of RealWave in RealFlow
Digital Tutors Introduction to RealFlow4
Digital Tutors RealFlow and Maya Integration
Digital Tutors Scripting In RealFlow4
Nextlimit Realflow 4.3.8 x32
Nextlimit Realflow 4.3.8 x64
Nextlimit Realflow 4.3.8 Linux
Nextlimit Realflow 4.3 Mac OSX
All Plugins for 3ds max, Maya, XSI and many more

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Energy Aerials
Ultra Nature

مجموعة ضخمة مقاطع الفيديو الطبيعية لكافة أعمال المونتاج
.mov دقة عالية بلاحقة

Bionic Commando (PC)

 

Bionic Commando is a third-person action game that likes to tease you. It dangles endless possibilities in front of you, only to snatch them away and replace them with limp gunplay and extended stretches of nothing. There are some good ideas here, and when they coalesce, you glimpse the great game struggling to escape from the shackles of averageness. You see it when you fling automobiles at a crowd of troopers; you see it in the exciting, high-flying concluding sequence. More often, however, you get the idea that developer GRIN didn't know what to do with its clever ideas. Early glimpses of a big world to explore tantalize you, but your progress is restricted by annoying clouds of deadly radiation. You'll come across new, more powerful weapons, only to discover that shooting them is just as lame as firing your default pistol. Moving about the world with your bionic arm is fun, but even that mechanical wonder isn't strong enough to carry the entire experience.

This sucker puts up a fight, but he's no match for the power of bionics.

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That bionic arm is the gameplay's backbone, and it's the source of every positive feature found within Bionic Commando. Most importantly, it's your standard form of transportation. Using it as a grapple hook, you can fling it onto posts, tree branches, and girders and swing and climb toward your destination. Stringing swings together can be satisfying, though you don't have Spider-Man-like freedom to glide about as you please. Your arm has only limited reach, so you can latch onto something only when the targeting reticle indicates that the surface is available. Furthermore, swinging has a lot of weight behind it. You must release your grip earlier than you would expect to keep the momentum going, which leads to a bit of clumsiness in the first hour or so as you become acclimated to the mechanics. Eventually, you'll be able to swing with ease, though certain levels (city-based environments, a tree-laden park) are more enjoyable to navigate than others (rocky caverns, underground passages) because they offer a bit more elbow room.

A glimpse of a futuristic metropolis may at first lead you to believe that there's a lot of room to explore. However, while Bionic Commando does afford you occasional, minimal leeway, you're generally pushed down a linear path. In this case, the modern replacement for traditional invisible walls (though there are some of these as well) is radiation. These blue clouds of instant death choke the city streets and coat the sides of buildings and are to be avoided at all costs. Radiation is one of the game's most common sources of frustration, because it imposes an artificial limitation on movement. You might fling yourself onto a seemingly safe rooftop only to be welcomed by this fatal mist, or reach out toward a wall but find that radiation keeps you from grabbing it. The restrictions have a big impact on the pace, and the scattered enemy encounters are far too tepid to energize the experience.

Nathan's biceps are ripped to freakish levels, though it's hard to tell with all the blur.

These encounters are lifeless mainly because it isn't any fun to shoot Bionic Commando's lousy weapons. Pistols are often referred to as peashooters, but no other game in recent memory provides a firearm that lives up to this name so aptly. It gets the job done, but the hollow pop of each shot and the minimal visual feedback make it boring to use. Subsequent additions to your arsenal aren't much better. From an unexciting grenade launcher to a boring shotgun, every weapon lacks punch. The only exception may be the rocket launcher, which allows you to fire off multiple rockets at once, a handy feature when facing a heavy-duty aircraft. Most of the time, however, you'll be facing sporadic squads of armored grunts. They don't exhibit the most advanced intelligence, but firefights can still result in your quick death, since you can take only a few shots before needing to duck away and let your health replenish. The low point of this mediocrity is a protracted, unrewarding shooting sequence within a library that will make you long for more energetic weapons and tighter shooting mechanics.

Fortunately, you have other offensive tools that are far more interesting to use. You can latch onto foes with your arm and zip-kick them, which sends you leaping backward through the air, letting you finish off your target with your pistol or perhaps another kick for good measure. You can also grapple certain environmental objects, like cars, boulders, and barrels, and fling them at your enemies--a technique that is especially enjoyable against a towering mechanical worm that stars in Bionic Commando's best boss fight. Additionally, you can launch the same objects in the air and punch them into opponents, which is equally fun to do. There are also a few set-piece levels that put the bionic arm to good use. In one of them, you take down a series of aircraft as you leap from one to the next; in the game's final scenes, you use similar techniques to memorable effect.

Your pea shooter may not do much damage to this mechanical ogre, but a boulder certainly will.

It's a shame there aren't more of these moments, but the levels aren't constructed very well, once again hinting at possibilities never brought to fruition. You'll traverse passageways littered with usable objects, yet nary an enemy to fling them at. In other levels, you'll face multiple minibosses at once, yet there will be a scant few loose rocks to heave at them. In fact, there are sizable stretches during which absolutely nothing happens, presumably because swinging and grappling are supposed to be engaging enough on their own. Granted, moving about the world is enjoyable, but it isn't speedy enough to be exhilarating, and aside from a few simple sequences when you swing along a series of floating mines or avoid water (that heavy arm makes you sink like a stone), moving from point A to point B is a straightforward process. A bit of environmental puzzle solving, or looser swinging mechanics and more expansive environments, could have made it far more joyous to navigate this lonely world.

So who is this guy with the bionic arm, anyway? Well, he's Nathan Spencer, a falsely imprisoned death row inmate and one of the last remnants of a military program responsible for an entire caste of commandos. After a terrorist attack in Ascension City lays waste to the metro area, the military reunites Nathan with his arm and and orders him to investigate. The narrative makes little sense and is sleepily doled out in mission briefings from Joe Gibson (the Super Joe of previous Bionic Commando games) and within text tidbits discovered by hacking data terminals. Nathan himself is the story's biggest stumbling block, however. The gigantic chip on his shoulder and sneering voice acting make it impossible to identify with him, which in turn makes it incredibly tough to care about musings regarding his missing wife. Yet while you won't come away from Bionic Commando knowing much about Nathan and his world, you will know what soft drinks these people guzzle and what video cards they use, given that Pepsi machines and Nvidia billboards are so common. Even if you find yourself getting invested in the story, which is unlikely, there's nothing like some conspicuous product placement to yank you back to real life.

Thankfully, the careful rendering of branded vending machines isn't the only aspect of the visual design that received attention. Some environments, like a lush park and crumbling cityscapes, are attractive (if unoriginal), which makes them interesting to swing around in. Rocky fissures and abandoned tunnels aren't as nice to look at, though they aren't ugly either. Bionic Commando isn't a technical powerhouse, as evidenced by liberal amounts of background blur and aliased edges. However, the graphics are pleasant and the game maintains a smooth frame rate throughout. Due to the feeble weapon noises and overly grouchy voice acting, the sound design is less impressive, though it gets the job done, and the generic action-movie soundtrack frames the action well enough.

This exciting boss fight is one of the highlights of an otherwise flaccid game.

Bionic Commando offers a multiplayer component, but it's uninspired and suffers from the same bland gunplay that weighs the single-player game down. Again, the arm is expected to provide the majority of the fun, and while it's just as fun to zip-kick an opposing player as it is a terrorist grunt, it's more effective to fill him with peashooter pellets. (You can't fling rocks and cars around online, sadly.) Swinging around the map after you capture a flag, or grappling up the side of a building to grab a sniper rifle, is more appealing than the action itself, which somewhat defeats the purpose of competitive online play. At the least, the maps are well designed and keep you climbing onto balconies and swinging onto dilapidated overpasses; a map featuring side-by-side sea vessels is crafted especially well. Other maps seem too big to sustain the action, even with a full contingent of 10 players. Featuring only Deathmatch, Team Deathmatch, and Capture the Flag modes, Bionic Commando provides some brief online entertainment, but shooting at other players using the game's poor arsenal just isn't much fun.

As you play Bionic Commando, you'll be frequently struck by all the unexplored possibilities and how often the words "if only" cross your mind. "This area would be fun to explore, if only radiation didn't stop me dead in my tracks." "That firefight could be terrific, if only the weapons had oomph." "This seems like an interesting world, if only the main character gave me a reason to care." The bionic arm is a great idea that leads to some enjoyable moments, but it's not powerful enough to shoulder the burden of an entire game.

Bionic Commando (PC)
Bionic Commando (PC)
Bionic Commando (PC)
Bionic Commando (PC)
Bionic Commando (PC)

The Secret Of Monkey Island Special Edition (PC)

Forgoing the history lesson on an almost-20-year-old game, The Secret of Monkey Island is a point-and-click adventure in which you assume the role of a wannabe pirate named Guybrush Threepwood. In order to become a pirate, Threepwood must prove himself as a swordsman, a treasure hunter, and a thief, which means you must prove that you can both solve puzzles and move a cursor around a screen--often simultaneously. You can expect to hit a few brick walls when you encounter some of the more baffling puzzles, but the all-new hints system does a great job of pointing you in the right direction if you choose to use it, and the writing is entertaining enough to keep you interested during extended periods of head-scratching if you don't. An option to play the game in its original form or with greatly enhanced audio and visuals is the foamy head on this Special Edition pint of Grog, and you won't want to stop drinking until you can see the bottom of your tankard.

This conversation was amusing in 1990...

The Secret of Monkey Island is easy to pick up, regardless of whether or not you've played this kind of adventure game before. You use the mouse to move a cursor around the screen, and when you're pointing at something you want to interact with or a location you want to move to, you click the left mouse button. Other actions, such as "speak to," "pull," "use," and "give," are assigned to onscreen buttons that, depending on whether or not you're playing with the updated visuals, either appear at the bottom of the screen at all times or in a pop-up window. Actions are also mapped to individual keys if you prefer to play that way, and both the middle and right mouse buttons serve as shortcuts to commonly used actions. Like actions, items in your inventory also appear onscreen at all times when playing with the original graphics, but they are mapped to a second pop-up window in the new interface. It's great that you can switch between the two modes on the fly because there are pros and cons to both. The Special Edition looks much better and is the only way to play if you want to hear, as well as read, what characters are saying, whereas the original game's interface is a little easier to use.

Monkey Island isn't a game that wastes any time throwing seemingly useless items and satisfying puzzles at you. Shortly after starting out on Melee Island, you visit a bar where pirate leaders drunk on Grog (a drink so acidic that you have to consume it before it eats through the tankard) give you three challenges to complete; a surly chef refuses you entry to his kitchen; and a hungry seagull makes it difficult for you to pick up what may or may not be a red herring. Before you know it, you're walking around the island with all manner of items stuffed into Threepwood's physics-defying pockets, and you'll spend the majority of your time figuring out how to combine or use those items. Using the "look at" option on an item will afford you an amusing description that often doubles as a clue to its intended purpose. You might still end up solving some puzzles through trial and error, but you'll also kick yourself for not spotting the clues to the puzzle's solution before resorting to that time-tested technique.

…and it's even better in 2009 because you can hear it.

When you're not attempting to combine a staple remover with a banana or wondering how to get past a group of deadly piranha poodles, much of your time is spent navigating dialogue trees with characters that include belligerent buccaneers, cholesterol-conscious cannibals, and a used boat salesman named Stan. Some of the conversations are laugh-out-loud funny, and while the actors' delivery isn't always up to the standard of the writing, the voice work is such a great addition to the game that it's difficult to go back to the original edition. Lengthy conversations with the aforementioned salesman can be a little irritating when you have to listen to--as well as read--his persistent patter, but he's still an amusing and memorable character in a cast composed almost entirely of amusing and memorable characters.

In The Secret of Monkey Island: Special Edition, meeting and interacting with these characters is every bit as enjoyable as it was almost 20 years ago. The puzzles, the humor, and the Caribbean-sounding tunes that keep you company as you ponder your next move continue to defy their age, and even the original visuals still have plenty of pixel-perfect charm. The Special Edition update employs a colorful art style that's more reminiscent of the style in The Curse of Monkey Island (the third game in the series) than other games, but it retains the primitive (but pleasing) animation of the first game. Switching between the two available art styles is something that you'll almost certainly do from time to time just because you can, and it's interesting to see how faithfully and brilliantly such locations as the Scumm Bar and the cannibal village have been updated.

The voodoo priestess predicts Threepwood's future with minor spoilers.

It's possible to beat The Secret of Monkey Island in just a couple of hours if you go into the game armed with a complete solution. However, if you take the time to enjoy it and solve the puzzles yourself, it should last you anywhere between five and 10 hours. If you have a rubber chicken with a pulley in the middle, two sticks of cinnamon, a length of rope, and 10 dollars in your pocket right now, the best advice we can give you is this: Spend the currency on The Secret of Monkey Island: Special Edition and then figure out for yourself what to do with the rest of that stuff.

Guitar Hero: World Tour (PC)

 

As soon as Rock Band let you play guitar, bass, drums, and sing to your favorite music, it was clear the bar had been raised in the music-game genre. It wasn't long before Activision announced that the Guitar Hero series would follow suit. The result is a very entertaining game that doesn't break a whole lot of new ground. Guitar Hero World Tour's in-game music creation feature isn't as revolutionary as it could have been due to its convoluted interface, but thanks to a huge setlist of recognizable hits and cant-miss gameplay, World Tour is a great game and certainly a huge step forward for the franchise.

Zombie Hendrix still plays a mean axe.

The most obvious difference between World Tour and previous Guitar Hero games is that you can now sing, play drums, play bass, or play guitar. You can play one instrument alone, perform as a band with a few friends, or even hop online and rock head-to-head or as some sort of Internet supergroup. The long-awaited ability to play as a "real" band in a Guitar Hero game improves what was previously an experience shared by one or two people on guitar and bass. Bickering over setlists; swapping instruments midset; getting sweaty and stinky from jumping around in a small room while your friend with the terrible voice gives it his or her all in "Livin' on a Prayer" as your neighbors bang on the wall...that's when Guitar Hero World Tour is at its best.

GH World Tour is available as an instrument bundle or as a standalone disc. If you don't buy the bundle, you can use guitars from previous games as well as peripherals from both iterations of Rock Band. The latter option might be your best bet given the less-than-stellar performance of the World Tour hardware over a week-and-a-half of play. The drums have several issues: Cymbals are either too sensitive or not sensitive enough, and the bass pedal is inconsistent as well. That's nothing compared to the problems that we've had with the guitars. The fret buttons began to stick after a day, and it wasn't long before the strum bar failed to accurately recognize input. The frets held up better on our second guitar, but the strum bar quickly failed on it as well. One nice thing about that guitar is that you can activate star power either by tilting your instrument or by simply pressing a new button below the strum bar with the palm of your hand. Just be careful not to press the poorly placed pause button while you're at it.

The big new feature in Guitar Hero World Tour is the music studio. It lets you create and share your own tunes, as well as download songs from others. Should you watch all of the tutorials and put in the time to learn the complicated yet robust program, you'll be able to produce some amazing results. The bad news is that you have to put in a lot of time and effort because it's incredibly difficult to make music creation a user-friendly experience on a console, but it's near impossible if you force people to use a fake guitar. To make matters worse, there's no way to add vocals or lyrics to your creations, so it's quite possible your song will sound just like the hundreds of thousands of bad MIDI songs that permeate the Web. That said, if you're unable to channel your inner John Lennon, you can still enjoy the fruits of the music studio via other people's work. Just a week after the game's release, there are already a number of impressive user-created efforts available for download.

You'll need Mr. Miyagi levels of patience to use the powerful but complicated music studio.

World Tour has a Career mode, but it involves little more than playing sets of songs to earn money and unlock more songs. You have some control over what order you tackle the setlists and can personalize your rocker. You can even build custom instruments, but your career is linear and not all that interesting. However, it is pretty neat to see Jimi Hendrix stroll out on stage for "Purple Haze" (even if he does look a bit zombielike), and now that they don't feature any weird string-breaking gimmicks, the boss battles are actually enjoyable. The game includes more than 80 songs, all of which are master tracks from the original artists. The setlist covers a variety of styles and features a huge number of big-name artists. These include The Eagles, Metallica, Michael Jackson, Van Halen, Lenny Kravitz, Sting, Oasis, No Doubt, Nirvana, Coldplay, The Doors, Foo Fighters, Jimi Hendrix, and many more. It's an impressive collection of artists, and you're not often stuck playing some unknown song by these acts, either. You'll get to play "Beat It" rather than "Man in the Mirror." You also won't get stuck with some terrible Gary Sharone-era Van Halen; you'll get David Lee Roth and "Hot for Teacher." As is now the norm for the genre, World Tour includes a store where you can purchase new music. It should be noted that outside of the new Metallica album, none of the downloadable content from Guitar Hero 3 is compatible, which is a shame.

For the most part, World Tour looks and plays exactly as you'd expect, but there are a few things it does differently; some good, some bad. Musicians' animations have been improved, particularly with regards to vocalist's lips being in-synch with the lyrics. The ability to customize your rocker's pre-and-post song animation is also cool--especially when you've got him or her doing the robot after a good performance and smashing his or her guitar after a failed song. The vocals constantly track your pitch, leaving a trail behind that shows how your pitch has changed. This is extremely helpful when you're trying to sing the right notes and intervals at the start of a verse in a song with which you're unfamiliar. Bass players get a new challenge to deal with in the form of an open note, which is represented by a large bar that covers the entire width of the note highway. You might not think hitting the strum bar without pressing a fret would be noteworthy, but as any bass player will tell you, it makes the experience even more realistic. Last, but not least, the game gives you a quick countdown when returning from the pause menu, which gives you a fighting chance at hitting your first notes.

Those are the new mechanics that work well, but there are a few that aren't as useful. When playing drums, you must activate star power by hitting both cymbals at the same time. While hitting the cymbals isn't hard in and of itself, hitting them in rhythm so that you don't lose your consecutive note streak is extremely challenging. Unless you're a skilled percussionist, you're probably better off waiting until your streak ends on its own rather than trying to activate star power. Guitarists will have to deal with the most unique and not-so-useful mechanic. Anytime you see notes attached with a purple rope, you're able to move up to the touch-sensitive area above the normal fret buttons and play the notes by sliding across or tapping the pad. This lets you play the "wah-wah" part from "The Joker" with ease, you can play slap bass, and it's fun to act as if you're playing a keyboard in "Rebel Yell," but those are the exceptions. Generally, you'll find that using the touch-area results in missed notes because either it's not sensing your input properly or you're struggling to go from the fret buttons, up to the pad, and back. It's a neat idea, but it's executed poorly.

The reliability of the new instruments is already questionable.

Guitar Hero World Tour is a huge leap forward for the Guitar Hero franchise. It's a blast to play with friends, the setlist is top-notch, and the music studio is a nice--albeit extremely complicated--addition. Although it's a great game, as well as a vast improvement over previous series entries, it doesn't do a whole lot that Rock Band and its sequel haven't already done (and in some cases, done better). With that in mind, if you really like Guitar Hero's setlist and you're interested (and patient enough) in creating your own music, pack your bags to head out on tour.

 

Guitar Hero: World Tour (PC)
Guitar Hero: World Tour (PC)
Guitar Hero: World Tour (PC)
Guitar Hero: World Tour (PC)
Guitar Hero: World Tour (PC)

Nancy Drew: Ransom of the Seven Ships (PC)

Nancy Drew: Ransom of the Seven Ships (PC)

Nancy Drew: Ransom of the Seven Ships (PC)

Nancy Drew: Ransom of the Seven Ships (PC)

The lucky people at Fase Extra recently got graced by Sony Spain with copies of Gran Turismo and LittleBigPlanet as well as a PSP Go to play them on. They've posted a pair of videos showing the two games in action on the Go along with some notes on how these big console games translate to the Sony handheld.

First is Gran Turismo. As far as I can tell from the translation and the vid, it seems the jaggies that are so prominent in the screenshots we've seen so far disappear entirely when you're racing past your opponents on the track. The level of detail is reportedly pretty high as well.



LittleBigPlanet, on the other hand, understandably suffers a bit from lack of detail and lower textures compared to the PS3 version. Still looks pretty damn great to me though. Too bad the demo didn't show off any of the customization options since that's probably the biggest draw for this title.



Gran Turismo will be a PSP Go launch title and is set for an October 1 release. LittleBigPlanet doesn't have a formal launch date yet although it is expected to hit retail later this year.

Trine (PC)

Beauty may be in the eye of the beholder, but it's hard to imagine any beholder finding Trine to be anything but beautiful. Few 2D platformers have been rendered with this kind of visual grace. Elegant backgrounds bring Trine's fairy tale to life: Rays of golden light stream through dreamy forests, giant mushrooms glow as if lit from within, and ivy and brambles climb the walls of crumbling fortresses. This is the kind of world we imagined when we read storybooks and dreamed of far-off kingdoms and enchanted woodlands as children. A narrator intones each chapter in a soothing baritone and a glockenspiel chimes, setting the stage for a dreamy journey through a magical landscape.

This fairy tale has a dark side.

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The journey is not nearly as resplendent as the paradise crafted around it, but it is fun, assuming you can put up with some idiosyncrasies. Trine is a side-scrolling action platformer that can be played on your own, as well as with one or two friends in local co-op. If you play on your own, you switch between three different characters at any given time. Playing as the thief, you shoot arrows and swing about using your grappling hook (always a joy). As the knight, you bash skeletons and bats with your sword, though you won't be limited to just that weapon by the time Trine comes to an end. The wizard is the trickiest of the three. When easing into his velvet boots, you can create boxes and platforms out of thin air and move objects around telekinetically, but you don't have any immediate offensive skills--though it can be great fun to crush enemies by conjuring a box above their heads and letting it fall on them.

When you play on your own, only the character you directly control appears on the screen, and you leap, swing, and float your way from left to right, puzzling over how to get to your destination while bashing on the baddies that would hinder you. You need the abilities of each character to progress; as the thief, the grappling hook comes in mighty handy, while the wizard's conjurations are a real boon. You need the knight from time to time as well, and not always just to slice up skeletons. Often, there are multiple ways to move forward. You may be able to stack some boxes and planks as the wizard to bridge the necessary gaps, but the thief's hook may make swinging across the simpler solution. Either way, the platforming is slick and satisfying. There are obstacles to overcome--spikes, moving platforms, giant swinging axes, and so on--but the platforming isn't very challenging. Nevertheless, great animations and tight controls make jumping and swinging feel silky smooth, whether you are using the mouse and keyboard or a gamepad.

The world may be dreamy, but there’s more to this adventure than just good looks.

Likewise, the combat is unremarkable but enjoyable. When controlling the knight, fighting is mashy in a Diablo kind of way, but its simplicity feels like it fits within the equally simple story of a mysterious magical artifact and the three unlikely heroes it binds together. There is a helpful but rudimentary leveling up system that grants upgrades to your heroes' skills and combat prowess. However, you may find yourself occasionally wishing that undead archers would stop respawning and bats would stop fluttering around you so that you can leave combat behind and get to the more clever parts of the game. That's because Trine's best bits revolve around using physics to solve the simple puzzles that stand in the way of progress. This almost invariably involves using the wizard to swing suspended platforms to and fro; spin large wheels; and in later levels, hop on floating platforms and mentally move them--and yourself--to your destination. But as with other games based around physics-oriented puzzles (Little Big Planet springs to mind), you'll need to put up with some annoyances. For example, jumping on a big wheel and spinning it around using telekinesis isn't always as effortless as it should be, so things can get fiddly. This wouldn't be much of an issue if the wizard had unrestricted use of his abilities, but the limited energy bar means that you could come up against a literal wall when you run out of juice and have to run back to the previous checkpoint to replenish it.

Annoyances aside, Trine encourages you to throw ideas against it to see if they stick. Simply fooling around with the physics can be enjoyable enough on your own, but it's even better when you add one or two other players into the mix. You may not be accustomed to plugging a few controllers into your PC for some local co-op play, but Trine makes it a worthwhile act, given that the levels of fun rise when you have three players on the screen, each controlling a different hero. Here, the game takes on a distinct Lost Vikings vibe because you have to ensure that each character can overcome obstacles, assuming you play the game as it is designed to be played. The puzzles, such as they are, won't tax your brain. It's still really enjoyable to mess with the hanging platforms or jump on a plank and ask the wizard to ferry you across a chasm, using teamwork to make your way through the levels. It can be even more enjoyable to throw teamwork out the window, and cause grief for your teammates by inadvertently pushing them into a wall of spikes or doing something else that is funny and counterproductive.

Enchanted forests always have the best lighting schemes.

It's a shame that some players won't even know that Trine supports cooperative play. The option is buried in the game's controller options menu, which was a foolishly unintuitive decision on the part of developer Frozenbyte. And once you do get your friends on board, you'll have to rise above a number of noticeable irritations. Player one can switch to any other character at any time--even one in use by another player. This can be frustrating, especially in two-player co-op. For example, you might mean to switch your character out with the third, unused hero, but you could end up switching to the character your buddy is using instead, which means he or she will transform into another hero automatically. This is a bad circumstance if he or she is playing as the knight and in the middle of combat. It also destroys what should be an extra challenge in three-player co-op because it removes the compulsion to find ways for the other characters to traverse obstacles. If it's easiest for the thief to cross a pit using the grappling hook, one player can do it first--and the others can then take turns morphing into the thief and do it too. You may also come across a bug or two, such as the one that causes the mouse pointer to disappear after all three players die, and will need to work around some stubborn camera issues in co-op play.

Trine is undoubtedly beautiful, and that beauty will draw you in from beginning to end. The visual magic doesn't translate into equally amazing gameplay, though the action and platforming are smooth and rewarding on their own--a few rough patches aside. At a lower price, purchasing Trine would be a no-brainer, but it sells on Valve's Steam digital distribution service for $29.99, a full $10 more than the upcoming PlayStation 3 version being sold via PlayStation Network. There are reasons to return after your initial play-through, including hidden secrets and, of course, fun cooperative action. Nevertheless, this five-hour offline experience will shortly be available on another platform for a lower price, which is a tough pill that PC enthusiasts shouldn't have to swallow. But lest all this nitpicking sound too negative, be assured that Trine is a fun and beautiful game that, despite its drawbacks, delivers a lively and refreshing jaunt through a spellbinding kingdom where fairy tales really do come true.

Trine (PC)
Trine (PC)
Trine (PC)
Trine (PC)
Trine (PC)

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